I was browsing through some files in the Kobold data folder when I found a file that when I opened it with Notepad++, it contained some interesting information, including data on Two-handed mode. A bunch of numbers for a bunch of things. The name of the file is Kob_Hero.ATT. I've highlighted the two lines I found to be the most interesting.

It turns out that "RIGHT_HANDED" has a number, just like TWO_FISTED. My theory is that if you were to cut RIGHT_HANDED in half and put 0.500000, and increase TWO_FISTED to 1.000000, that may be a good place to start tinkering to see if you can get the Two-Handed Mode to work, using the Magmar and Mantis as a reference. If you compare how the controls work for a one-handed creature with a two-handed creature, and in some way, import the working Mouse VSIM controls over to creatures like the Mantis, Trog, and Magmar, then, if they work well, you could "mirror" the VSIM for the right arm so that it also works for the left arm. This is just a theory, thus I have no clue how much it would take to implement this. With that in mind, I think I'll back up my folders and see if I can experiment with this a little myself and see what happens. *Puts on crash helmet*

It will be interesting to see what your findings are while experimenting with those values.

BTW: You don't need to back up your original game data when modding with Xtended. I made sure that you can mod stuff without editing the ATD files. Go into the Options of the xLauncher and set the "Filesystem" option to "Prefer unpacked files on disk". This tells the game to look for files on disk first and only use files from the ATDs if it is not found on disk. This way you can just extract the Kobold.atd and edit the data\Kobold\Kob_Hero.ATT file and it will take effect ingame without the need to pack the ATD up again.

Hazard wrote:It will be interesting to see what your findings are while experimenting with those values.

BTW: You don't need to back up your original game data when modding with Xtended. I made sure that you can mod stuff without editing the ATD files. Go into the Options of the xLauncher and set the "Filesystem" option to "Prefer unpacked files on disk". This tells the game to look for files on disk first and only use files from the ATDs if it is not found on disk. This way you can just extract the Kobold.atd and edit the data\Kobold\Kob_Hero.ATT file and it will take effect ingame without the need to pack the ATD up again.

...

I think I'll just stick with the way I do things. :3

I think I can actually modify the other values so that the creatures can do the following:

-- Become essentially invincible due to uberized armor levels (not to be taken seriously of course, but could be used for testing combat-related stuff, or a workaround for the MUKOR cheat which stops the cuts from injuries from showing.)